Reflect
Activation: Passive (Active, Incidental, Out of Turn)
Ranked: Yes
Force Talent. When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check, page 148), if the character is wielding a lightsaber, he may take the Reflect incidental.
OR
Parry
Activation: Passive (Active, Incidental, Out of Turn)
Ranked: Yes
Force Talent. When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check, page 148), if the character is wielding a Lightsaber, he may take the Parry incidental.
They may reduce the total successes or advantages by a number equal to or less than their level in the Lightsaber skill.
They suffer 2 strain, +1 strain per success or advantage negated, -1 strain per rank in Parry/Reflect to a minimum of 2 strain.
In plain language a character may reduce the number of uncanceled Success or Advantage up to their Lightsaber skill. They then suffer strain equal to the number of symbols negated +2, -1 per rank in Parry/Reflect, with 2 strain being the minimum.
Example: Stormtrooper squad Alpha takes a shot against a character and hits, having rolled 2 successes and 3 advantage. The character now has the option of activating Reflect, as they have their Lightsaber ignited and ready. The character has a Lightsaber skill of 4 and 2 ranks in Reflect, they have the option of reducing up to 4 successes/advantages. The character decided to reduce both successes rolled against them, and will not be hit by the attack having removed all attack successes. The character may also remove up to 2 advantage, 4(Lightsaber skill) minus 2 (successes they have cancelled already). The character decided to remove 2 advantage, leaving a total of 1.
Stormtrooper squad Alpha has now missed their target, and generated 1 advantage. The character now must suffer 4 strain. 2(base number) + 4(the total successes +advantage canceled) -2 (their ranks in the Reflect talent) for a total of 4 voluntary strain.
Arguments for using this method.
- More Accurate Narrative -The current talent essentially acts as soak and does not adequately represent, IMO, the ability to Parry/Reflect represented in the films and Clone Wars. While I can acknowledge the narrative explanation of soak = deflected away, I do not feel it is accurately represented in the rules as written for the current version of Parry/Reflect.
- Lightsaber Skill Matters - I suggest that a character with a higher Lightsaber skill should be better at Parry/Deflect. The current incarnation of Parry/Reflect doesn't take the Lightsaber skill into account. Two Jedi standing side by side, 1 is a Shii-Cho Knight with high Brawn the other is a Soresu Defender with high Intellect and using Soresu Technique. Both have a 5 in Lightsaber skill, both have 2 ranks in Parry. The Shii-Cho Knight has a huge advantage over the Defender since neither Intellect nor Lightsaber skill is utilized in defending, only in attacking. The Shii-Cho attacks with the same skill, but has a much higher soak value. I suggest this is not reflected in the films or Clone Wars cannon, nor is it interesting or exciting from a narrative standpoint. Both the above characters should be able to stand side by side and Parry/Deflect away attacks from low level attackers with the same success rate. Neither one should be seriously threatened from multiple small attacks. Currently only the Shii-Cho can stand his ground and exchange witty banter with the enemy.
- Variable Stress - The worse the people are at shooting your character, the easier it is to deflect their attacks. The better they are, think Jango Fett vs Obi Wan Episode 2, or Cad Bane vs whoever the hell he feels like in Clone Wars, the more likely they are to get past Parry/Deflect. The more successes that need to be cancelled directly translates into stress for the character. The current version is a flat rate of stress, 1 success on the hit is dealt with exactly the same as 9 successes. You spend your 3 strain and reduce the damage.
- Hard Cap – The proposed system for Parry/Reflect also introduces a hard cap for both stress and total success/advantage reduction. This opens up slots in the Lightsaber focused specializations to be used for more interesting/thematic Talents. The current system of Parry/Reflect does not have a hard cap, and is more open for min/maxing if someone takes multiple Lightsaber Specializations. For example a Shii-Cho Knight takes Makashi Duelist as a second Specialization, they can reasonably get 7-8 levels in Parry adding that to their already high Brawn. This is only 1 example, and I do acknowledge that they have 0 ranks in Reflect. The main point I’m attempting to convey is that the proposed system puts more of an emphasis on leveling up the Lightsaber skill rather than hunting through Specializations looking for cheap/easy Parry/Reflect talents to take. I feel this provides more incentive to create diverse and interesting characters.
I would also suggest that every Lightsaber Specialization in F&D should have at least 1 level in both Parry and Reflect. At the very least it should be something all of them are familiar with. It is the first thing Luke learns after all, it can’t be all that hard can it?
Arguments against using this method.
- Not as simple or easy to explain. The current Parry/Reflect system is very easy to use and does provide a form of defense against the specified attacks.
- The current version has already been play-tested a significant amount and re-working this reasonably key Talent is beyond the scope of the Beta test. I can understand if the designers are at a level where they feel the current system has been tested and found robust enough.
- Not enough/Too much strain taken. In the extreme example of a character having 5 Lightsaber skill and 1 level of Parry, who then reduces success/advantage by 5 they would take 6 strain. While I admit this seems like a large amount of strain to take from 1 talent, I would remind people that this is voluntary and they get to see the dice results first and may then decide if to use the Talent. Also, presumably if the proposed system is accepted then there will be more playtesting to determine the exact level of strain that would be appropriate.
Thank you in advance for your constructive criticisms, concerns and thoughts. I would also like to say that I have read many other's suggestions on Parry/Reflect and would simply like to provide this as yet another excellent suggestion for the developers to consider.
Edited by Ungabungaboots